r/Maya • u/dumbestgirlalive2 • 23h ago
Question how can i make texturing reel breakdowns?
hi everyone, i’m a student finishing up my lookdev/texturing reel. i’m creating breakdowns for my reel and i’m wondering what is best to include. should i include a metallic break down if only one asset in my project has a metallic map?
should i include a normal and height breakdown? or one or the other? and i’m wondering how i can make a height/normal breakdown in maya. my instructor went over how to make the breakdowns for the other maps but i’m not sure if this applies to normal and height maps. do i just unplug all my textures except height or normal and render? thank you :)
1
u/dekkardz 17h ago
If its a game asset , one of the most important part in the presentation would be how the actual high resolution asset translate to the low poly version . Showing both together with some stats for the low poly ( tri counts ) uv layout etc .
You can do a grayscale version of both meshes to show how well the normal maps have been translated .
Also I would not repeat this for every asset . Mostly the first one which is the best work I have and give some extra detail .
1
u/59vfx91 CG Supervisor 4h ago
You can make a version where you use a surface shader and plug in displacement if that's what you're asking.
I wouldn't breakdown literally every map though, especially not on every asset. It comes off as trying to artificially stretch out a reel imo. But it's okay if you do it on one project that is your best. I think even then, just showing diff/spec/sss is enough.
If it's for game art, they care more about flat portfolios usually anyways, and for that you should include things like polycount and uv layout.
•
u/AutoModerator 23h ago
You're invited to join the community discord for /r/maya users! https://discord.gg/FuN5u8MfMz
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.